Magic_Game/core/Action/ActionSequence.cpp

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#include "..\eactions.h"
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e2d::ActionSequence::ActionSequence()
: m_nActionIndex(0)
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{
}
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#if HIGHER_THAN_VS2012
e2d::ActionSequence::ActionSequence(const InitList<Action*>& vActions)
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: m_nActionIndex(0)
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{
this->add(vActions);
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}
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#else
e2d::ActionSequence::ActionSequence(int number, Action * action1, ...) :
m_nActionIndex(0)
{
Action ** ppAction = &action1;
while (number > 0)
{
WARN_IF((*ppAction) == nullptr, "ActionSequence NULL pointer exception!");
this->add(*ppAction);
ppAction++;
number--;
}
}
#endif
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e2d::ActionSequence::~ActionSequence()
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{
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FOR_LOOP(action, m_vActions)
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{
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SafeRelease(&action);
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}
}
void e2d::ActionSequence::_init()
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{
Action::_init();
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// <20><><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (m_pTarget)
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{
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FOR_LOOP(action, m_vActions)
{
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action->m_pTarget = m_pTarget;
}
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}
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
m_vActions[0]->_init();
}
void e2d::ActionSequence::_update()
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{
Action::_update();
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auto &action = m_vActions[m_nActionIndex];
action->_update();
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if (action->_isEnding())
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{
m_nActionIndex++;
if (m_nActionIndex == m_vActions.size())
{
this->stop();
}
else
{
m_vActions[m_nActionIndex]->_init();
}
}
}
void e2d::ActionSequence::reset()
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{
Action::reset();
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FOR_LOOP(action, m_vActions)
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{
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action->reset();
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}
m_nActionIndex = 0;
}
void e2d::ActionSequence::_resetTime()
{
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FOR_LOOP(action, m_vActions)
{
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action->_resetTime();
}
}
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void e2d::ActionSequence::add(Action * action)
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{
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if (action)
{
m_vActions.push_back(action);
action->retain();
}
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}
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#if HIGHER_THAN_VS2012
void e2d::ActionSequence::add(const InitList<Action*>& vActions)
{
for (const auto &action : vActions)
{
this->add(action);
}
}
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#else
void e2d::ActionSequence::add(int number, Action * action, ...)
{
Action ** ppAction = &action;
while (number > 0)
{
WARN_IF((*ppAction) == nullptr, "ActionSequence NULL pointer exception!");
this->add(*ppAction);
ppAction++;
number--;
}
}
#endif
e2d::ActionSequence * e2d::ActionSequence::clone() const
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{
auto a = new ActionSequence();
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FOR_LOOP(action, m_vActions)
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{
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a->add(action->clone());
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}
return a;
}
e2d::ActionSequence * e2d::ActionSequence::reverse(bool actionReverse) const
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{
auto a = new ActionSequence();
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FOR_LOOP(action, m_vActions)
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{
if (actionReverse)
{
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a->add(action->reverse());
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}
else
{
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a->add(action->clone());
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}
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
a->m_vActions.reserve(m_vActions.size());
return a;
}